Player faction missions

Post » Sat Aug 01, 2009 12:11 pm

Had an idea in another thread.

I think it would be a good idea to impliment missions that are given not to individual players, but to player factions (clans/guilds/organizations/whatever). For example, if a player faction met certain requirements the faction could be given a quest to refill thier water reserves. In this example there could be several different ways to complete the quest: caravans (either NPC or other players) could be hired to transport water to the settlement, a well could be drilled, water could be stolen, ect.

This system can also be used to control PvP between player factions and make it more interested. For example, faction A could recieve the quest to stock up on ammunition and medical supplies at the same time that faction B recieves a mission to fortify thier settlement.
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Rudi Carter
 
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Post » Sat Aug 01, 2009 8:34 pm

This would be a great idea from something like PvP battle where people could compete for various resources that their group/fraction/ect would need for the mission. it would also be cool to see the idea of stealing resources from other groups to bring to their own. This could be a great idea if implemented correctly and could lead to some cool customization for things like defense against things as well as bring a new sort of realism to the game.
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electro_fantics
 
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Post » Sat Aug 01, 2009 4:58 am

Even if this game does come true, I'll still be wandering the wasteland alone :lol: Please don't be offended by anything shown above, I'm only stating my opinion, I mean no harm by any comments, replies and topic that I post in or about.
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Jennifer Rose
 
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Post » Sat Aug 01, 2009 6:30 am

Hmm, kind of interesting possibilities.

So, if I am grasping the general idea here;

There could be a faction mission of collecting the most bounties in 30days time and the faction that does gains the name of Hunter (Bounty Hunters or some other obvious and cool name).

Or a faction mission that is about controling (holding on to) water. The faction that holds on to the most water resources over a 30 day period gain the name Water Barons.

etc.

Yes? This is something similar to what you are suggesting?

Dave Chase
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Genevieve
 
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Post » Sat Aug 01, 2009 8:02 am



Dave, I like your idea where players/factions can control the life line of civilization, Water, Food, Power. That would make quite a fun way of PVP instead of the boring slaughter house style PVP every game ends up doing.

I'll add to that suggestion, the factions that control resources can then sell units back to Cities and Towns for a fee which is then shared between the faction. Please don't be offended by anything shown above, I'm only stating my opinion, I mean no harm by any comments, replies and topic that I post in or about.
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Laura Hicks
 
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Post » Sat Aug 01, 2009 5:20 pm



Pretty much, but i think players should get to choose the name of the faction they own as long as it gets GM approval based on whether it can fit thier role. So a group of raiders could be called the Murdering Insomniacs but such a name wouldn't fit a trader faction.

The missions could also effect how player controlled settlements develop. If a player owned faction does a lot of caravan missions, maybe an NPC caravan office will open up in thier settlement. Perhaps in this situation, once the caravan office is established, caravan missions can be run between thier settlement and various settlements in the area and for each successful caravan the guild/clan/whatever recieves some funds in thier coffers.

If they were bandits, perhaps they could get an espionage NPC who can tell them which routes caravans are using, so they can better organize thier raids.

If guilds/clans/whatever can be tagged for PvP or PvE, they can be even put into missions based on that which could pit them against other guilds/clans/whatever.
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His Bella
 
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Post » Sat Aug 01, 2009 5:14 pm



Pretty much, but i think players should get to choose the name of the faction they own as long as it gets GM approval based on whether it can fit thier role. So a group of raiders could be called the Murdering Insomniacs but such a name wouldn't fit a trader faction.

The missions could also effect how player controlled settlements develop. If a player owned faction does a lot of caravan missions, maybe an NPC caravan office will open up in thier settlement. Perhaps in this situation, once the caravan office is established, caravan missions can be run between thier settlement and various settlements in the area and for each successful caravan the guild/clan/whatever recieves some funds in thier coffers.

If they were bandits, perhaps they could get an espionage NPC who can tell them which routes caravans are using, so they can better organize thier raids.

I like this idea quite a lot, what I like about it is the way you've described these bonuses that can aid your faction just by playing the game. Please don't be offended by anything shown above, I'm only stating my opinion, I mean no harm by any comments, replies and topic that I post in or about.
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Vickytoria Vasquez
 
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Post » Sat Aug 01, 2009 3:31 pm



I wouldn't describe them so much as bonused, just different paths of progression your guild/clan/whatever can take.

Perhaps in the above example with the caravan, if the faction continues to complete caravan missions they can get a trader NPC which stocks increasingly better equipment for the faction to purchase. The 'caravan master' can even have levels which determine how many caravan routes he can establish.

With the bandit example, they could eventually get a bounty NPC, which could provide either PvE or PvP bounty missions based on whether the faction is PvE or PvP. With PvP, which bounties are offered could be determined by tracking which players have recieved rewards for quests against the bandit faction.
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christelle047
 
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Post » Sat Aug 01, 2009 11:41 am

There could even be a blend, there's no reason PvE missions would have to be exclusive to PvE factions or PvP mission should be exclusive to PvP factions. When someone is picking which mission to take, it could say whether it was PvE or PvP.

Although i do feel there should be a deliniation between PvE and PvP oriented faction, and if PvE missions were to be offered to PvP factions (or vice versa) it should be based on the number of available missions. For instance, with the bounty, if there were 10 PvP bounties available and only 1 person trying to collect, then there shouldn't be the option of running PvE.

I'd be curious though, to see what would happen if PvE missions could be run against opposing player factions. That is, faction A could hire a NPC caravan to transport goods and faction B can get a mission to attack that caravan and therefor effect faction A's resources.
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The Time Car
 
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Post » Sat Aug 01, 2009 1:34 pm

Let me expand a little bit more, now that I am on the right frame of mind of what you were talking about.

The system (gamesas or the hosting company) puts out either:
a specific resource names and quests that are ongoing which are determined by which faction control said recourse with in a set limited area (like Northern California)
And/Or
they put out for a set time frame special quests that once achieved will grant the controlling faction the prescribe name.

(First naming your faction is one thing but what you become known for is not always in your hands. The people around you will determine that. So, if you (or your faction) do not like a certain name (claim to fame) that could be assoicated with it, don't do the mission.)

As for factions controling a resource and getting special benefits for it, like credits shared when the resource makes money or discounts on certain things like water, or guns or such, That Is Cool and would help IMO alot.

But at the same time, I would like to see the following included in this (if any of this is possible), That IF individuals who are not associated (part of) a faction win control that no faction gets the benefits.

Why? Because that is what makes for great story. It would allow those who choose to not belong to anyone group to attempt to do right (or wrong) by distrupting the follow of civilization or corruption.

I like the idea that this could be an on going issue. Say the system checks every week for stats of the resource to see who if anyone gets the benefits and you could still have special missions added by the controlers just to add spice and story as needed.

If you lose control of resource that gave you a neat title (Like Water Barons of said resource) then the title would change to Former Water Barons of (said resource).

Dave Chase
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luis ortiz
 
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Post » Sat Aug 01, 2009 8:37 pm



I like were you're going with this, but i dont like the idea of bonuses being associated with missoins. A lot of games do this, but the results are always the same; either bonuses that are so weak they're almost pointless and no one really cares about them, or bonuses so strong they completely swing the balance of the game so everyones trying to get them. Well, and there's the fact that 'bonuses' are not exactly fallouty in feel.

I do really like the idea of player factions possibly getting given a name based on thier activities. Although, i dont feel it should be the only way for a player faction to get named. Infact, i think they should be able to have multiple names. This way, when Johny calls his guild the elephants, over time they could also be known as the schitzos due to the whacky shinanegans they find themselves in.
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James Potter
 
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Post » Sat Aug 01, 2009 7:20 am

I agree with the earlier posts in that you should get a discount or something similar when you conquer an area and that individuals not involved with that faction should not get the perks associated with this. Also I like the name idea that way no obscene/ non cannon faction names would arise. Also would the events that happen in this game later be cannon? Like for example the Water Barons take over a bunch of water places. Well could that be referenced in later fallout games or would the area that the game is placed in just be referred to as a chaotic mess with factions killing each other?
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Jessica White
 
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